Antenna Beam Energy Ball
Abjuration Cantrip Conjuration Cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 30 feet.
Components: V, S Components: V, S
Duration: Instantaneous uration: 1 round
You fire a beam of lightning like energy from your forehead You summon a purple orb of energy with special
at a single creature within range. The target must make a qualities. The orb is roughly 1 foot by 1 foot in size and
Consitution saving throw. On a success, nothing happens. On glows purple in color. When you summon it, make a ranged
a failure, the target is stunned until the start of its next turn. spell attack on a creature within range. On a hit, a creature
takes 1d6 Necrotic damage. If it misses, the orb floats just
Clothes Beam above the ground until the start of your next turn. If a
creature touches the orb before it disappears, it takes 1d6
Conjuration Cantrip Necrotic damage. Additionally, an allied creature can use
Casting Time: 1 action their action to attack a creature within range with the orb.
Range: 30 feet
Components: V, S, M (up to 10 GP) This attack uses your spell attack bonus. This spell’s
Duration: Instantaneous damage increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (4d6).
You point your finger at a creature and fire a special
magical beam that creates clothes at them. A target must Afterimage
make a Cosntitution saving throw. A target can choose to fail
their saving throw. On a failure, you create a magical pair of 1st level Illusion
clothing of your own design worth up to 10 gold pieces on the Casting Time: 1 reaction you take when you would be hit by
creature. The clothes last indefinitely so long as the creature
continues to wear them. Once the clothes created by this an attack
cantrip are removed, they disappear and stop existing. Range: Self )
Components: V, S
Quick Deflect Duration: Instantaneous
Abjuration Cantrip You move faster than the eye can fully perceive, allowing
Casting Time: 1 reaction you take when you would be hit by you to trick your opponent with multiple blurred visions of
you. The creature who made the triggering attack must make
a ranged spell attack. a Wisdom saving throw against your spell save DC. On a
Range: Self success, they hit you as normal. On a failure, the attack
Components: S misses.
Duration: Instantaneous
When you cast this spell with a spell slot of 3rd level or
As a reaction when you would be hit by a ranged spell higher, you can make an attack roll against a creature who
attack, you can reduce the damage taken by 1d4. fails their Wisdom saving throw.
If you reduce the damage to 0, the spell becomes harmless Death Beam
and gets launched away up to 60 feet in a direction you
choose before fizzling out. 1st level evocation
Casting Time: 1 Action
The damage reduced increases by 1d4 when you reach 5th Range: Self (100-foot line)
level (2d4), 11th level (3d4), and 17th level (4d4). Components: V, S
Duration: Instantaneous
Ki Blast
You fire a small purple or red beam of energy at a single
Evocation Cantrip target within range. Make a ranged spell attack. On a hit, a
Casting Time: 1 bonus action creature takes 2d6 Force damage. If a creature is reduced to
Range: 60 feet 0 hit points by this spell, the spell pierces their body and
Components: V, S continues in a straight line up to 100 feet long or until it hits
Duration: Instantaneous a structure or another creature.
You fire a small blast of energy at a single target within When you cast this spell using a spell slot of 2nd level or
range. Make a ranged spell attack against the target. On a hit, higher, the damage increases by 1d6 for each slot level above
the creature takes 1d4 force damage. 1st.
This spell’s damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Demon Shocker You raise your dominant hand before firing a lightning fast
and searing hot beam from your pointer finger. Each creature
1st level evocation in a line 5 feet wide and 30 feet long must make a Dexterity
Casting Time: 1 Action saving throw. A creature takes 3d6 fire damage on a failed
Range: 10 feet save, or half as much on a success.
Components: V, S
Duration: Instantaneous When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 and the range increases
You fire a beam of lightning like energy from your forehead by 10 feet for each slot level above 1st.
at a single creature within range. The target must make a
Consitution saving throw. On a success, nothing happens. On Kamehameha
a failure, the target takes 2d6 Lightning damage and is
stunned for up to 1 minute. A creature can repeat their saving 1st level Evocation
throw at the end of each of their turns, ending the effect on a Casting Time: 1 action
success. Range: Self (30-foot line)
Components: V, S
When you cast this spell using a spell slot of 2nd level or Duration: Instantaneous
higher, the damage increases by 1d6 for each slot level above
1st. You create a bright blue ball of condensed energy in your
hands and fire it as a powerful beam.
Dimensional Hole
The beam travels in a line 5 feet wide and up to 30 feet
1st level Conjuration long in a direction you choose. Each creature in the line must
Casting Time: 1 Bonus Action make a Dexterity saving throw. A creature takes 2d8 Force
Range: 30 feet damage on a failed save, or half as much damage on a
Components: V, S successful one.
Duration: Instantaneous
The spell stops if it hits a solid object or structure, but
You open a small portal that extends the range of your next continues through creatures.
attack.
When you cast this spell using a spell slot of 2nd level or
The next melee or melee spell attack you make has its higher, the damage increases by 1d8 and the range increases
range increased by 30 feet. by 15 for each slot level above 1st.
When you cast this spell using a spell slot of 3rd level or Kiai
higher, the range increases by 5 feet for each slot level above
1st. 1st level evocation
Casting Time: 1 Action
Dodge! Range: Self (30-foot line)
Components: V, S
1st level Abjuration Duration: Instantaneous
Casting Time: 1 reaction you take when an ally is going to be
You make an invisible strike of energy at a target within
hit by any attack. range. They must make a Dexterity saving throw at
Range: 100 feet disadvantage. On a hit, you deal 1d12 force damage.
Components: V, S
Duration: Instantaneous A creature does not make their saving throw at
disadvantage if they have blindsight or truesight.
You yell dodge at an ally within range that you can see. The
target must be able to hear you and must share at least 1 When you cast this spell using a spell slot of 2nd level or
language with you or the spell fails. They must make a higher, the damage increases by 1d12 for each slot level
Wisdom saving throw. On a success, they gain a +2 bonus to above 1st.
their AC until the start of their next turn as they attempt to
dodge. If they are the subject of an AOE attack requiring a Masenko
Dexterity saving throw, they instead gain advantage on their
saving throw. On a failure, their AC decreases by -2 until the 1st level evocation
start of their next turn instead as they are distracted by the Casting Time: 1 Action
yelling and look in your direction. If they are the subject of an Range: Self (100-foot line)
AOE attack requiring a Dexterity saving throw, they instead Components: V, S
gain disadvantage on their saving throw. Duration: Instantaneous
Dodon Ray You raise your hands above your head and begin charging
yellow energy that is fired as a beam when you thrust your
1st level evocation hands forward. Each creature in a line 5 feet wide and 30 feet
Casting Time: 1 Action long must make a Dexterity saving throw. A target takes 2d6
Range: Self (100-foot line) radiant damage on a failed save, or half as much on a
Components: V, S success.
Duration: Instantaneous
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 and the range increases
by 15 feet for each slot level above 1st.
Bending Kamehameha Destructo Disk
2nd level Evocation 2nd level Conjuration
Casting Time: 1 action Casting Time: 1 Action
Range: 30 feet Range: 100 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You create a bright blue ball of condensed energy in your You raise your hand and conjure a razor thin disk of
hands and fire it as a powerful beam. Make a ranged spell spinning energy and throw it at a single target within 100 feet
attack on a creature within range. This attacks ignore half of you. Make a ranged spell attack. On a hit, the target takes
and three quarters cover so long as you know where the 4d6 Slashing damage. If a creature is reduced to 0 hit points
creature is. On a hit, the creature takes 2d8 Force damage. by this, they are instantly killed and cut in two.
When you cast this spell using a spell slot of 3rd level or When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 and the range increases higher, you make an additional Destructo Disk for each slot
by 15 for each slot level above 2nd. level above 2nd. You can direct the attacks at the same target
or at different ones.
Burning Attack
Double Sunday
2nd level Evocation
Casting Time: 1 action 2nd level Evocation
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Self (30-foot line)
Duration: Instantaneous Components: V, S
Duration: Instantaneous
After a series of rapid and complex hand getures, you
thrust your hands forward and throw out a ball of yellow, You're hands glow a bright purple before each firing a
burning energy at a point within range. beam.
Each creature in a 30-foot-radius sphere centered on that You fire 2 beams that travel in a line 5 feet wide and up to
point must make a Dexterity saving throw. A target takes 6d6 30 feet long in a direction you choose. You can choose the
Fire damage on a failed save, or half as much damage on a same direction or different ones. Each creature in either line
successful one. must make a Dexterity saving throw. A creature takes 2d4
Force damage on a failed save, or half as much damage on a
When you cast this spell using a spell slot of 3rd level or successful one. The beams can be combined to deal all
higher, the damage increases by 1d6 for each slot level above damage down a line 5 feet wide and up to 30 feet long.
2nd.
The spell stops if it hits a solid object or structure, but
Darkness Eye Beam continues through creatures.
2nd level evocation When you cast this spell using a spell slot of 2nd level or
Casting Time: 1 Action higher, the damage increases per beam by 1d4 and the range
Range: Self (100-foot line) increases by 15 for each slot level above 1st."
Components: V, S
Duration: Instantaneous By Sharidar
You fire two small purple beam of energy at a single target God Split Cut
within range. Make a ranged spell attack roll. On a hit, a
creature takes 1d6 Force damage and the beams explode. 2nd level Conjuration
Each creature in a 10 foot radius must make a Dexterity Casting Time: 1 Action
saving throw. A creature takes an additional 2d6 Force Range: Self
damage on a failed save, or half as much on a successful one. Components: V, S
The creature hit by the Darkness Eye Beam has disadvantage Duration: Concentration, up to 1 minute
on its saving throw. If a creature is reduced to 0 hit points by
this spell, the spell pierces their body and continues in a You conjure a razor sharp energy blade that surrounds
straight line. your dominant hand. For the duration, your unarmed strikes
are considered magical and deal 1d8 + your Dexterity
When you cast this spell using a spell slot of 3rd level or modifer slashing damage.
higher, the damage increases by 1d6 for each slot level above
1st.
Kaioken The beam travels in a line 5 feet wide and up to 30 feet
long in a direction you choose. The spell stops if it hits a solid
2nd level Transmutation object or structure, but continues past creatures. Each
Casting Time: 1 action creature in the line must make a Dexterity saving throw. A
Range: self creature takes 1d8 Force damage on a failed save, or half as
Components: V, S much damage on a successful one.
Duration: Concentration, up to 1 minute
When the beam hits a solid object or structure, it propels
You become enveloped in a red aura that pushes your body the user in the opposite direction equal to half of the range of
well past its limits. The intesnsity and effects of the aura the Propelling Kamehameha. If cast at the ground, the user is
depends on the level you cast the Kaioken at, as detailed on propelled into the air and gains a fly speed equal to half of the
the Kaioken Table below. When you cast the kaoiken at a range of the Propelling Kamehameha until the und of their
higher level, you gain all the benefits of the previous levels. turn.
Kaioken Table When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 and the range increases
Spell by 15 for each slot level above 2nd.
Slot Kaoken
Level Multiplier Effect Solar Flare
2-3 X2 Your movespeed doubles and you can
2nd level Evocation
attack twice, instead of once, when you Casting Time: 1 Action Or 1 Reaction you take when you
take the Attack action on your turn. You
ignore this benefit if you already have a would be hit by a melee or melee spell attack.
feature, like Extra Attack, that gives you Range: Self (15-foot cone)
extra attacks. Components: V, S
4-5 X4 You gain an additional action on each of Duration: Instantaneous
your turns. That action can be used only
to take the Attack (one weapon attack You bring your hands to your forehead and create a bright
only), Dash, Disengage, Hide, or Use an flash of light to disorient your opponent. Each creature in a
Object action. 15 foot cone must make a Constitution saving throw. On a
6-7 X10 You gain advantage on Constitution, failure a creature takes 1d6 radiant damage and is blinded
Strength, and Dexterity saving throws. until the start of your next turn. On a success, nothing
8-9 X20 You gain advantage on all unarmed strikes happens.
and melee weapon attack rolls.
Additionally, when you hit a target with an If cast as a Reaction, the triggering attack has disadvantage
unarmed strike, weapon attack, or spell, to hit you.
that target takes an extra 2d12 force
damage. When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for each slot level above
When the spell ends, you take 2d6 unavoidable Necrotic 1st.
damage and you must make a Constitution saving throw. On
a success, you fall prone and can't move or take actions until Barrage Death Beam
after your next turn, as a wave of lethargy sweeps over you.
On a failure, you suffer the same effects of a success, but you 3rd level Evocation
also suffer 1 level of Exhaustion. The damage you take Casting Time: 1 action
increases by 2d6 when cast at any level that adds a new effect Range: Self (100-foot line)
(4,6, and 8). Components: V, S
Duration: Instantaneous,
If this spell is cast alongside any Super Saiyan
Transformation below Super Saiyan 4, Blue, Rose, or the You fire three purple beams of energy. You can direct the
Legendary Super Saiyan, the user takes double damage attacks at the same target or at different ones. Make a ranged
when the spell ends. Their body cannot take the strain less spell attack roll. On a hit, a creature takes 2d6 Force damage.
stable transformations put on the body while maintaining If a creature is reduced to 0 hit points by this spell, the spell
Kaioken. pierces their body and continues in a straight line.
Propelling Kamehameha When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each slot level above
2nd level Evocation 3rd.
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You create a bright blue ball of condensed energy in your
hands or with your feet and fire it as a powerful beam at a
solid object or structure.
Beam Struggle Kamehameha When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each slot level above
3rd level Evocation 3rd.
Casting Time: 1 reaction you take when a creature fires a
Galactic Donut
line attack in your direction.
Range: Self (30-foot line) 3rd level Conjuration
Components: V, S Casting Time: 1 bonus action
Duration: Instantaneous, Range: 60 feet
Components: V, S, M (A Rubbed Band)
You create a bright blue ball of condensed energy in your Duration: Instantaneous
hands and fire it as a powerful beam directly into another
beam of energy. You summon forth a band of elastic energy and attempt to
restrain a creature within range.
The beam travels in a line 5 feet wide and up to 30 feet
long in a direction you choose. Each creature in the line must Choose a humanoid that you can see within range. The
make a Dexterity saving throw. A creature takes 3d8 Force target must succeed on a Strength saving throw or be
damage on a failed save, or half as much damage on a paralyzed for the duration and take 2d6 Bludgeoning
successful one. Regardless, when it hits another line attack, damage. At the end of each of its turns, the target can make
roll 3d8 Force damage. another Strength saving throw. On a success, the spell ends
on the target.
When this beam hits another line attack, it reduces the
damage by how much you roll, but does not stop their line When you cast this spell using a spell slot of 4th level or
attack. If it reduces the damage to 0, the two lines cancel out. higher, the damage increases by 1d6 for each level above 3rd.
If you roll more damage by 10 or more, your beam pushes
through theirs, cancelling it, and continues. The spell stops if Galick Gun
it hits a solid object or structure, but continues through
creatures. 3rd level Evocation
Casting Time: 1 action
When you cast this spell using a spell slot of 4th level or Range: Self (30-foot line)
higher, the damage increases by 1d8 and the range increases Components: V, S
by 15 for each slot level above 3rd. Duration: Instantaneous
Death Saucers You surround yourself with a malevolent purple aura before
firing a beam of energy in a direction you choose. When you
3rd level Conjuration cast this spell, you can choose to fly up to 30 feet in a
Casting Time: 1 action direction you choose before firing it. If you end the spell in
Range: 120 feet the air, you fly back down directly below where you fired it,
Components: V, S landing on your feet.
Duration: Concentration, up to 1 minute
The beam travels in a line 5 feet wide and up to 30 feet
You raise your hands and conjure two razor thin disk of long in a direction you choose. Each creature in the line must
spinning purple energy. When you cast the spell — and as a make a Dexterity saving throw. A creature takes 4d6 Force
bonus action on each of your turns thereafter — you can damage on a failed save, or half as much damage on a
make two ranged spell attacks, sending the saucers streaking successful one.
toward a creature or creatures you choose within 120 feet of
you. On a hit, a creature takes 3d6 slashing damage. The spell stops if it hits a solid object or structure, but
continues through creatures. A creature reduced to 0 hit
When you cast this spell using a spell slot of 4th level or points by the Galick Gun is vaporized isntantly.
higher, the damage of each saucer increases by 1d6.
When you cast this spell using a spell slot of 4th level or
Dirty Fireworks higher, the damage increases by 1d6 and the range increases
by 15 for each slot level above 3rd.
3rd level Evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a pinch of black powder)
Duration: Instantaneous
After hitting a creature with an unarmed strike, you can
attempt to knock them into their air and cause an explosion.
After a successful unarmed strike or weapon attack on a
creature, you can force that creature to make a Strength
saving throw. On a failure, they are knocked 10 feet up and
diagonally as you point your index and middle fingers at
them, concentrating your energy and causing an explosion.
All creatures within 10 feet must make a Dexterity saving
throw. A creature takes 2d6 force damage on a failed save, or
half as much on a successful one. The creature who failed the
Strength saving throw takes the damage regardless.
Genocidal Uppercut Instant Transmission
3rd level abjuration 3rd level Conjuration
Casting Time: 1 reaction you take when targetted by a line Casting Time: 1 Action
Range: 500 feet
attack Components: V, S
Range: Self Duration: Instantaneous
Components: V, S
Duration: Instantaneous You raise two fingers to your forehead to focus your mind
and energy sensing ability. Make a Wisdom (Perception) roll
When you cast this spell, you can move equal to your to lock onto a target's energy (look to the New Mechanics and
movement speed through the line attack and can make an Suggesstiosn section of the document for rules regarding
unarmed strike or melee weapon attack against the creature this). That creature must be within range. If you fail the DC
who made the triggering line attack. This movement does not for the check, the spell fizzles.
provoke attacks of opportunity. You have resistance to all
damage dealt by the triggering line attack. You teleport yourself from your current location to any spot
within 10 feet of the target.
When you cast this spell using a spell slot of 4th level or
higher, the range you can go through the triggering line attack You can bring along objects as long as their weight doesn’t
increases by 10 feet for each slot level above 3rd. If this spell exceed what you can carry.
is cast using a spell slot of 5th level or higher, you gain
immunity to all damage dealt by the line attack instead of If you would arrive in a place already occupied by an object
resistance. or a creature, you and any creature traveling with you each
take 4d6 force damage, and the spell fails to teleport you.
Hyper Tornado
When you cast this spell using a spell slot of 4th level or
3rd level conjuration higher, you can take an additional creature and the range
Casting Time: 1 Action increases by 100 feet for each slot level above 3rd. If cast at
Range: 30 feet 9th level, you can teleport to anyone on the same plane as you
Components: V, S and the range of your Wisdom (perception) check is
Duration: Concentration, up to 1 minute considered infinite, though distance does increase difficulty.
Additionally, when this cast at 9th level, you can attempt to
You begin spinning rapdily, whipping up a tornado that teleport to other planes, but the Wisdom (perception check)
surrounds you. is made at disadvantage.
As part of casting this spell, make a ranged spell attack Instant Transmission Kamehameha
against a single target within range. On a hit, a target takes
2d8 Slashing damage and must make a Strength saving 3rd level Evocation
throw. On a failure, they are swallowed by the tornado and Casting Time: 1 action
are Restrained. On a success, a creature narrowly escapes Range: Self (30-foot line)
the harsh winds and isn't restrained. At the beginning of each Components: V, S
turn you retain concentration, a restrained creature takes an Duration: Instantaneous
additional 2d8 slashing damage as they are buffetted by the
wind. A creature can repeat their saving throw at the end of You create a bright blue ball of condensed energy in your
each of their turns, ending the effect and the spell on a hands and fire it as a powerful beam after teleporting to your
success. foe.
While this tornado is active, the terrain for 30 feet becomes Choose a creature within 30 feet. That creature must make
difficult terrain as the wind whips and tries to push everyone a Wisdom saving throw. On a success, nothing happens. On a
in the sphere down. failure, you teleport to an unoccupied space within 5 feet of
the target and fire a kamehameha directly at them. The beam
When you cast this spell using a spell slot of 4th level or travels in a line 5 feet wide and up to 30 feet long in a
higher, the damage of the tornado increases by 1d8 and the direction you choose. Each creature in the line must make a
range of the difficult terrain increases by 10 feet for each slot Dexterity saving throw. The creature you teleported to has
level above 3rd. disadvantage on its Dexterity saving throw. A creature takes
3d8 Force damage on a failed save, or half as much damage
on a successful one.
The spell stops if it hits a solid object or structure, but
continues through creatures.
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 and the range increases
by 15 for each slot level above 1st.
Multiform Technique Spirit Ball
3rd level conjuration 3rd level Evocation
Casting Time: 1 Action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Up to three duplicates of yourself appear in your space. You create a ball of energy in your hands and throw it at a
Until the spell ends, you can use a bonus action to command target in range. Make a ranged spell attack. On a hit, a target
these duplicates. They can only take a single Attack (one takes 1d6 Force damage.
unarmed strike only), Dash, Disengage, Hide, or Use an
Object action. You can repeat this up to 5 times. You can direct the
attacks at the same target or at different ones. If a creature is
Each time a creature targets you with an attack during the hit by at least 3 Spirit Ball attacks, they must make a
spell’s duration and a duplicate is within 10 feet of you, roll a Strength saving throw. On a success, nothing happens. On a
d20 to determine whether the attack instead targets one of failure, they are knocked prone.
your duplicates.
When you cast this spell using a spell slot of 4th level or
If you have three duplicates, you must roll a 6 or higher to higher, the damage of the first spirit ball attack increases by
change the attack’s target to a duplicate. With two duplicates, 1d6 for each slot level above 3rd. The subsequent attacks
you must roll an 8 or higher. With one duplicate, you must always deal 1d6 force damage.
roll an 11 or higher.
Big Bang Attack
A single duplicate’s AC equals 10 + your Dexterity modifier,
but all other stats are the same as yours. For each other 4th level Evocation
duplicate made, the AC of each is reduced by 2 and all Casting Time: 1 action
damage they deal is reduced by 1. If an attack hits a duplicate, Range: 120 feet
the duplicate is destroyed. The spell ends when all duplicates Components: V, S
are destroyed or you lose Concentration. Duration: Instantaneous
Multiplex Afterimage You raise you palm and create massive ball of explovie blue
energy before firing it at a point in range. Each creature in a
3rd level abjuration 40- foot-radius sphere centered on that point must make a
Casting Time: 1 bonus action Dexterity saving throw. A target takes 8d6 Force damage on a
Range: Self failed save, or half as much damage on a successful one. A
Components: V, S creature reduced to 0 hit points by the Big Bang Attack is
Duration: Instantaneous vaporized isntantly.
You rapidly create three afterimage clones of yourself and When you cast this spell using a spell slot of 3rd level or
prepare an attack. All creatures who would be hit by the higher, the damage increases by 1d6 for each slot level above
attack must make a Wisdom saving throw. You have 2nd.
advantage on all melee attacks against a creature who failed
their saving throw this turn. If you cast a spell that requires a Eraser Cannon
Dexterity, Constitution, or Strength saving throw, they have
disadvantage on that saving throw instead. 4th level Evocation
Casting Time: 1 action
Special Beam Cannon Range: 100 feet
Components: V, S
3rd level Evocation Duration: Instantaneous
Casting Time: 1 Round
Range: Self (60-foot line) You create a massive green ball of unstable energy and **
Components: V, S launch it at a space within range. Each creature in a 20-foot-
Duration: 1 round radius sphere centered on that point must make a Dexterity
You bring two fingers to your forehead and begin to charge saving throw. A target takes 8d6 Force damage on a failed
energy for 1 round. While you are charging energy you cannot save, or half as much damage on a successful one. The spell
move and if you are moved, the spell fizzles, but the spell slot stops if it hits a solid object or structure, but continues
is not used. through creatures. This spell does double damage to objects
and structures. If the spell destroys an object or strcture in its
At the start of your next turn, you can fire a beam of spiral way, it continues instead of stopping.
energy as a Bonus Action. Each creature in a line 5 feet wide
and 60 feet long must make a Dexterity saving throw. A When you cast this spell using a spell slot of 5th level or
creature takes 10d6 Piercing damage on a failure, or half as higher, the damage increases by 1d6.
much damage on a success. A creature reduced to 0 hit
points by this spell is instantly killed.
When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each slot level above
3rd.
Light Grenade The spell stops if it hits a solid object or structure, but
continues through creatures. This spell does double damage
4th level evocation to objects and structures. If the spell destroys an object or
Casting Time: 1 Action strcture in its way, it continues instead of stopping.
Range: 150 feet.
Components: V, S When you cast this spell using a spell slot of 5th level or
Duration: Instantaneous higher, the damage increases by 1d8 and the range increases
by 20 feet for each slot level above 4th.
You put your hands together and charge a yellow ball of
energy before firing it at a single target within range. The Banshee Blast
target and everyone within 30 feet of them must make a
Dexterity saving throw. A creature takes 6d6 Force damage 5th level evocation
on a failed save or half as much on a success. Additionally, Casting Time: 1 Action
any creature who failed their Dexterity saving throw is Range: 150 feet
knocked prone from the blast. Components: V, S
Duration: Instantaneous
When you cast this spell using a spell slot of 5th level or
higher, the damage increases by 1d6 for each slot level above You create five darts, one for each finger on your dominant
4th. hand, of piercing energy. Make a ranged spell attack for each
of them against a creature within range. A dart deals 3d4 + 1
Powered Shell force damage to its target. The darts all strike simultaneously,
and you can direct them to hit one creature or several.
4th level Abjuration
Casting Time: 1 Action When you cast this spell using a spell slot of 6th level or
Range: Self (100-foot line) higher, the damage of each beam increases by 1d4 for each
Components: V, S slot level above 5th. If cast at 9th level, this spell becomes a
Duration: 1 minute Concentration spell and can last up to 1 minute. Additionally,
when cast at 9th level you can cast it from both hands for 10
You create a green sphere of translucent energy that darts total.
protects you from all ranged attacks.
Cataclysmic Orb
While the sphere is active, your ac increases by +1 and all
allacks made against you that are ranged attacks or ranged 5th level evocation
spell attacks cannot hit you and immediately fail. Casting Time: 1 Action
Range: 150 feet
When you take damage, this spell immediately ends. Components: V, S
Duration: Instantaneous
Spirit Sword
You summon forth a cataclysmic orb of destruction worthy
4th level Conjuration of a God of Destruction. The orb is roughly 5 foot by 5 foot in
Casting Time: 1 action size and glows purple in color. When you summon it, you fire
Range: Self it at a point within range. Each creature in a 30 foot radius
Components: V, S must make a Dexterity saving throw. A target takes 8d6 Force
Duration: Concentration, up to 1 minute damage on a failed save, or half as much on a success. A
creature who failed their Dexterity saving throw must make
You conjure a shimmering spectral sword that extends an additional Constitution saving throw. On a failure, they are
from your dominant hand. For the duration, you can use your Paralyzed for up to 1 minute as they are overcome with
action to make a melee spell attack using the blade. On a hit, intense pain from the energy ripping their body apart at a
you deal 2d10 + your Dexterity modifier Radiant damage. If fundamental level. A creature can make a Constiution saving
you roll a critical strike with the spirit sword, you can use throw at the end of each of their turns, ending the effect on a
your bonus action to launch the hit creature 5 feet into the air success.
and make an additional strike with the spirit sword that
automatically hits. When you cast this spell using a spell slot of 6th lvel or
higher, the damage increases by 1d8 for each slot level above
Super Kamehameha 5th level.
4th level Evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S
Duration: Instantaneous
You create an especially powerful bright blue ball of
condensed energy in your hands and fire it as a destructive
beam. The beam travels in a line 10 feet wide and up to 100
feet long in a direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature takes 8d8
Force damage on a failed save, or half as much damage on a
successful one. A creature reduced to 0 hit points by the
Super Kamehameha is vaporized isntantly.
Death Ball God Punisher
5th level evocation 5th level evocation
Casting Time: 1 Action Casting Time: 1 Action
Range: 150 feet Range: 60 feet.
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You raise your hand and extend 1 finger to charge a purple You throw two balls of explosive blue energy at a single
ball of energy and throw it at a point within range. Each target within range.
creature in a 60 foot radius must make a Dexterity saving
throw. A target takes 8d6 Force damage on a failed save, or Mak two ranged spell attacks on a single target within
half as much damage on a successful one. range. On a hit, each ball of energy deals 3d6 Force damage.
If you hit with both orbs, you can use a bonus action to
When you cast this spell using a spell slot of 6th level or launch a volley of blasts at the creature. They must make a
higher, the damage increases by 1d6 for each slot level above Dexterity saving throw. A target takes 4d6 Force damage on a
5th. failure, or half as much on a success.
Eraser Blow When you cast this spell using a spell slot of 6th level or
higher, the damage of each orb increases by 1d6 for each slot
5th level Evocation level above 5th.
Casting Time: 1 action
Range: 5 feet Hellzone Grenade
Components: V, S
Duration: Instantaneous 5th Level Conjuration
Casting Time: 1 action
You create an Eraser Cannon and slam it into a creature or Range: 100 feet
structure. Make a melee spell attack. On a hit, the creatures Components: V, S
takes 8d6 Force damage and is knocked back 15 feet. If the Duration: Instantaneous
creature is knocked into a solid surface like a wall, it takes an
additional 2d6 Bludgeoning damage and is Stunned. This You create 8 tiny orbs of energy around a single target
spell does double damage to objects and structures. within range. They must make a Dexterity saving throw. They
float in the air and orbit them in a 20 foot radius for the
When you cast this spell using a spell slot of 6th level or spell’s duration on a failed save, or 5 feet away from them on
higher, the damage increases by 1d6 and the range they are a successful one. When you cast the spell — and as a bonus
knocked back increases by 5 feet for each level above 5th. action on each of your turns thereafter — you can expend one
or two of the orbs, launching them as an attack. You can
Final Flash direct the attacks at the same target or at different ones
within 60 feet of where the orbs where summoned. For each
5th level Evocation orb launched, make a ranged spell attack. On a hit, the orb
Casting Time: 1 action explodes and Each creature within 5 feet of the point where
Range: Self (100-foot line) the orb explodes takes 2d6 force damage. You have
Components: V, S advantage on these ranged spell attacks made against the
Duration: Instantaneous target if they failed their Dexterity saving throw. If a creature
failed their saving throw and they attempt to leave the radius,
You rise and float 5 feet above the ground, holding your you can use a reaction to make a ranged spell attack with an
hands in front of you as you charge a massive beam attack. orb against them.
The beam travels in a line 15 feet wide and 100 feet long in a
direction you choose. Each creature in the line must make a When you cast this spell using a spell slot of 6th level or
Dexterity saving throw. A creature takes 10d6 Force damage higher, the number of orbs created increases by two for each
on a failed save, or half as much damage on a successful one. slot level above 5th. If you cast this spell at 9th level, you
A creature reduced to 0 hit points by the Final Flash is create 16 orbs and can launch all of them as a bonus action
vaporized instantly. Additionally, a creature who fails their towards a single target min range. They must make a
Dexterity saving throw by 5 or more is knocked prone from Dexterity saving throw. A target takes 32d6 force damge on a
the force of the blast. failed save, or half as much on a successful one.
The spell stops if it hits a solid object or structure, but
continues through creatures. This spell does double damage
to objects and structures. If the spell destroys an object or
strcture in its way, it continues instead of stopping.
When you cast this spell using a spell slot of 6th level or
higher, the damage increases by 1d6 for each level above 5th.
Portal Scream Death Cannon
5th level Abjuration 6th level Evocation
Casting Time: 1 Reaction you take when you are moved to a Casting Time: 1 action
Range: Self (100-foot line)
different plane against your will. Components: V, S
Range: Self Duration: Instantaneous
Components: V, S
Duration: Instantaneous You put one hand forward and create a purple ball of
energy that erupts into an explosive wave.
You let out a primal scream filled with potent magic that
tears through the very fabric of space-time to open a portal The beam travels in a line 10 feet wide and up to 100 feet
back to your original plane. long in a direction you choose. Each creature in the line must
make a Dexterity saving throw. A creature takes 8d8 Force
The creature who sent you to another plane against your damage on a failed save, or half as much damage on a
will and triggered the spell must make a Wisdom saving successful one. Once this beam hits a creature or structure, it
throw. On a success, nothing happens. On a failure, the explodes and all creatures within 10 feet must make a
creature takes 2d8 psychic damage from the scream Dexterity saving throw. A target takes 4d6 force damage on a
resonating in their head from acorss the planes and you failed save, or half as much on a successful one.
immediately return to your original plane of existence.
When you cast this spell using a spell slot of 5th level or
Savage Strike higher, the damage increases by 1d8 and the range increases
by 20 feet for each slot level above 4th.
5th level evocation
Casting Time: 1 Action Energy Slide
Range: Self
Components: V, S 6th level Abjuration
Duration: Instantaneous Casting Time: 1 reaction you take when targeted by a line
Your fist becomes wrapped in bright blue energy, attack.
empowering your next unarmed strike. As a part of casting Range: Self
this spell, you choose its mode. Components: V, S
Duration: Instantaneous
Mode 1. You teleport to and above a target within 60 feet
and can immediately make an unarmed strike on them. You create a ball of energy on each of your limbs that allow
On a hit, you deal an additional 4d10 force damage and you to efficiently slide across energy attacks.
they must make a Strength saving throw. The target is
knocked prone and is stunned on a failure. On a success, When you are targeted by a line attack, you can use your
nothing happens. reaction to take no damage and can move across the full
Mode 2. You make an unarmed strike against a creature. length of the line and make melee attack roll against them
On a hit, you deal an additional 4d10 force damage and that deals an additional 10d6 force damage on a successful
they must make a Strength saving throw. The target is hit.
knocked back 60 feet on a failure and are stunned. On a
success, nothing happens.
Thunder Flash Attack
5th level evocation
Casting Time: 1 Action
Range: Self (100-foot line)
Components: V, S
Duration: Instantaneous
You perform a series of dance like motions to hone your
energy before firing it as a tornado of flame. Each creature in
a line 10 feet wide and 60 feet long must make a Dexterity
saving throw. A creature takes 10d6 fire damage on a failed
save, or half as much damage on a success.
If this spell hits a surface, it spreads to engulf it. Each
creature within 10 feet of that surface must make a Dexterity
saving throw. A creature takes the same 10d6 damage on a
failed save, or half as much on a success.
When you cast this spell using a spell slot of 6th level or
higher, the damage increases by 1d6 for each spell slot above
5th.
Evil Containment Wave Stardust Breaker
6th level abjuration 6th level evocation
Casting Time: 1 Round Casting Time: 1 Action
Components: V, S, M (any container and a binding seal) Range: 120 feet
Duration: Instantaneous Components: V, S
Duration: Instantaneous
You summon forth a swirling energy that targets evil and
imprisons it. As a part of casting this spell, you must make a You create a swirling ball of rainbow colored energy in your
Charisma (Performance) check. The DC for this check is hands before launching it at a single target.
equal to 10 + the target's Challenge Rating. On a success, you
correctly perform the technique, adjusuting it to the power of They make make a Dexterity saving throw. A target takes
the creature you're targeting. If you fail the Performance 8d6 Force damage on a failure, or half as much on a success.
check by 5 or more or are below half of your maximum hit
points when performing the spell, you take 5d10 Necrotic If the target is an Aberration Fiend, or Undead, they take an
damage and fall prone. additional 4d6 Radiant damage and if they are reduced to 0
hit points and the target is native to a different plane of
You target a single creature within range. The target must existence than the one you’re on, the target is banished after
make a Charisma saving throw. On a failure, the target is dematerializing.
sucked into the container for a number of rounds equal to
your Charisma modifier. Once a creature is contained, you If the target is being possessed, the possessing creature
can use an action to place the binding seal on the container, must make a Constitution saving throw. On a failure, their
making it near impossible for the target to escape. A target possession ends.
can repeat their Charisma saving throw to escape the sealed
container once a year, ending the effect on a success. When you cast this spell using a spell slot of 7th or higher,
Additionally, if the seal is removed or the container is broken, the damage of the initial throw increases by 1d6 for each slot
the effect ends. level above 6th. If cast at a 9th level spell slot, it instead
immediately ends possessions instead.
Fiends and Aberrations have disadvantage on all saving
throws against the Evil Containment Wave and the DC for Stardust Fall
the Charisma (Performance) check is reduced by 2 against
them. 6th level evocation
Casting Time: 1 Action
Lightning Shower Rain Range: Self (60 foot cone)
Components: V, S
6th level Conjuration Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self (30-foot cone) You fly up to 60 feet in the air and unleash a volley of blue
Components: V, S, energy blasts.
Duration: Instantaneous
At the beginning of each round you maintain concentration
You trace your finger in the area, leaving behind a green on this spell, each creature in a 60 foot cone must make a
line of burning energy that explodes into a rain of glass-like Dexterity saving throw. A creature takes 2d6 force damage on
energy. a failure, or half as much on a success.
Each creature in a 60 foot cone must make a Dexterity While concentrating on this spell, you can move as you're
saving throw. A target takes 6d6 Piercing damage on a failed flying, but your movespeed is halved and you can only move
save, or half as much damage on a successful one. in the opposite direction of the cone. When this spell ends,
Additionally, the ground within the range of the spell you fly back to the ground.
becomes difficult terrain for 1 minute. When a creature
moves out of or within the area, it takes 3d6 Piercing damage When you cast this spell using a spell slot of 7th or higher,
for every 1 foot it travels. the spell's cone increases by 10 feet and the damage
increases by 1d6 for each slot level above 6th.
When you cast this spell using a spell slot of 7th level or
higher, the damage increases by 1d6 and the range they are God of Destruction's Wrath
knocked back increases by 5 feet for each level above 6th.
7th level evocation
Casting Time: 1 Action
Range: Self (60 foot radius)
Components: V, S
Duration: Instantaneous
Your body become surrounded with shimmering energy
before exploding into dozens of energy projectiles. All
creatures within 60 feet of you must make a Dexterity saving
throw. A creature takes 12d6 force damage on a failed save,
or half as much on a success.
When you cast this spell using a spell slot of 7th level or
higher, the damage increases by 2d6 for each slot level above
6th.
Metamoran Fusion Dance Fusion Dance Performance
7th level transmutation (ritual) Performance
Casting Time: 1 Round Roll Total Effect
Range: Self
Components: V, S 10 or Lower The fusion fails entirely and the spell used in
Duration: Half an Hour (30 minutes) the process is lost. Additionally, both
participants are knocked prone and take
You and a willing partner within 5 feet of you perform a 2d10 force damage.
precise dance that attunes your energies together. The
partner does not need to be able to cast spells, but must be of 11 to 20 You perform the fusion improperly, reulting
the same level as you are. As a part of casting this spell, you in an imperfect fusion. This fusion is
and your partner must make a Charisma (Performance) roll. overweight and takes the lowest stats of
The effects of the fusion are determined by the combined each participant.
total of the rolls and are detailed below.
Additionally, all successful fusions follow these rules: 21 to 30 You perform the fusion improperly, resulting
in an imperfect fusion. This fusion is
Imperfect fusions have the higher of the two hit points underwieght and takes the lower physical
maximums of the participants. stats (Dexterity Constitution, and Strength)
Perfect fusion has your current hit points plus your of the participants and the higher mental
partner's current hit points. stats (Charisma, Intelligence, and Wisdom)
The fused being has all of the powers you and the other of the participants.
creature know and knows or has prepared any spells you
or the other creature possesses (if any). 31 or You perform the fusion properly and your
All feats, racial abilities, and class features are pooled (if Higher power is not only combined, but
both creatures have the same ability, the fused being gains significantly magnified. For each of the six
it only once) ability scores, the fused being’s score is the
The fused being uses the higher Hit Dice of the higher of yours and the other creature’s. The
participants. fused being uses the better saving throws,
You decide what equipment is absorbed into the fused attack bonuses, and skill modifiers of either
being and what equipment remains available for use. member.
These fused items are restored once the power ends.
You and your fusion partner appear in an area adjacent to Spirit Excalibur
you that you determine. If separation occurs in a cramped
space, the other creature is expelled through the Astral 7th level Evocation
Plane, finally coming to rest materially in the nearest Casting Time: 1 action
empty space and taking 1d6 points of damage for each 10 Range: Self (30-foot line)
feet of solid material passed through. Components: V, S
Damage taken by the fused being is split evenly between Duration: Instantaneous
you and the other creature when the power ends. You do
not leave the fusion with more hit points than you entered You create a massive golden sword of shimmering energy
it with, unless you were damaged prior to the fusion and and slam it down.
the fused being was subsequently healed.
You manifest a set of metamoran clothing and wear it as Each creature in a line 5 feet wide and 30 feet long must
part of the fusion regardless of if it is imperfect or perfect. make a Dexterity saving throw. A creature takes 10d10
Radiant damage on a failed save, or half as much damage on
a successful one. Additionally, the next attack roll made
against all creatures hit by the spirit excalibur have advantage
until the start of your next turn due to the shimmering light
left behind by the Spirit Excalibur.
When you cast this spell using a spell slot of 8th level or
higher, the damage increases by 1d8 and the range increases
by 20 feet for each slot level above 7th.
Candy Beam Ten Times Kamehameha
8th level Transmutation 8th level Evocation
Casting Time: 1 Action Casting Time: 1 action
Range: 30 feet Range: Self (150-foot line)
Components: V, S, M (A piece of candy) Components: V, S
Duration: Instantaneous Duration: Instantaneous
You let loose a pink beam of energy at a single target within You create two deep red balls of highly condensed energy
30 feet of you. If the targets body is made of flesh, it must in your hands, bring them together, and fire them as a single
make a Constitution saving throw. devastating beam.
On a failure, it is turned into a piece of Candy and is The beam travels in a line 15 feet wide and up to 150 feet
subjected to the Petrified condition for the duration. On a long in a direction you choose. Each creature in the line must
successful save, the creature isn’t affected. If the target is not make a Dexterity saving throw. A creature takes 10d8 Force
made of flesh, such as a Construct, they have disadvantage on damage on a failed save, or half as much damage on a
their saving throw. If the target is an inanimate object, up to successful one. A creature reduced to 0 hit points by the Ten
30 feet of it is turned into candy. For example, turning 30 feet Times Kamehameha is vaporized instantly. Additionally, any
of a city wall into a massive bar of chocolate or turning a creature struck by the Ten Times Kamehameha must make a
pillow into a gumdrop. Constitution saving throw. On a success, nothing happens.
On a failure, a creature is Stunned for up to one minute. A
A creature Petrified by this spell must make another creature can repeat its Constitution saving throw at the end
Constitution saving throw at the end of its next turn. If it of each of its turns, ending the effect on a success.
successfully saves against this spell, the creature is no longer
Petrified, but remains as a piece of candy and its size is The spell stops if it hits a solid object or structure, but
considered Tiny for the duration. Beyond this, they can still continues through creatures. This spell does double damage
take actions such as casting spells and attacking as normal, to objects and structures. If the spell destroys an object or
but their movement is reduced to 5 feet per round. At the end strcture in its way, it continues instead of stopping.
of each of their turns, they can make another Constitution
saving throw, ending the effect on a success. When you cast this spell using a spell slot of 9th level, the
damage increases by 2d8 and the range increases by 50.
If the creature is physically broken while petrified, it suffers
from similar deformities if it reverts to its original state. If the Big Bang Kamehameha
target remains petrified for 3 rounds, the creature is turned
into a piece of candy until the effect is removed. You can use 9th level Evocation
an action to eat a character permanently turned to candy by Casting Time: 1 action
this effect. If you do so, you learn all spells they know. Range: Self (120-foot Cone)
Components: V, S
After 24 hours, you spit the creature up and they return to Duration: Instantaneous
their original form with half of their maximum hit points and,
if they could cast spells, all of their spell slots up to 5th level. You put your hands in front of you and create a large ball of
bright blue energy before unleashing it in a wide cone. Each
God Kamehameha creature in a 120 foot cone must make a Constitution saving
throw. A creature takes 30d8 Force damage on a failed save,
8th level Evocation or half as much damage on a successful one. A creature
Casting Time: 1 action reduced to 0 hit points by the Big Bang Kamehameha is
Range: Self (150-foot line) vaporized instantly.
Components: V, S
Duration: Instantaneous The spell stops if it hits a solid object or structure, but
continues through creatures. This spell does quadruple
You create a bright blue ball of godly energy in your hands damage to objects and structures. If the spell destroys an
and fire it as a powerful beam. object or strcture in its way, it continues instead of stopping.
The beam travels in a line 15 feet wide and up to 150 feet Hakai
long in a direction you choose. Each creature in the line must
make a Dexterity saving throw. A creature takes 10d8 Force 9th level Necormancy
damage and 6d8 Radiant damage on a failed save, or half as Casting Time: 1 action
much damage on a successful one. A creature reduced to 0 Range: 5 feet
hit points by the God Kamehameha is vaporized instantly and Components: V, S
creatures not reduced to 0 hit points struck by it suffer Duration: Instantaneous
horrible burns from the divine energy. If they fail their
Dexterity saving throw by 5 or more, they suffer one level of You raise your palm towards a single creature and blast
exhaustion. them with the energy of destruction, utterly erasing them
from existence.
The spell stops if it hits a solid object or structure, but
continues through creatures. This spell does double damage Make a melee spell attack. On a hit, the target takes 30d6
to objects and structures. If the spell destroys an object or Necrotic damage and must make a Constitution saving throw.
strcture in its way, it continues instead of stopping. On a success, nothing happens. On a failure, the creature
takes an additional 20d6 force damage. If a creature is
When you cast this spell using a spell slot of 9th level, the reduced to 0 hit points by this spell, it and everything it is
Radiant damage increases by 2d8 and the range increases by wearing or holding is completely erased from existence and
50. can only be revived by a wish spell.
Human Extinction Attack Planet Crusher
9th level Evocation 9th level evocation
Casting Time: 1 action Casting Time: 1 Action
Range: 1 Mile Range: Self (100-foot line)
Components: V, S Components: V, S, M (a meteorite)
Duration: Concentration, up to one minute Duration: Instantaneous
You raise your arm and a violent, swirling aura surrounds You raise your arms and summon forth a massive ball of
you before exploding into hundreds of small energy attacks green energy 120 feet wide and launch it at a point within
that scatter all across the world. range. Each creature within range musut make a Dexterity
saving throw. A target takes 30d6 force damage on a failed
Make a ranged spell attack against up to 12 creatures in save or half as much damage on a success. A creature
range for every turn you retain concentration. On a hit, a reduced to 0 hit points by the Planet Crusher is vaporized
creature takes 1d10 force damage. You can direct the attacks instantly. A creature who fails their saving throw by 5 or more
at the same target, at different ones, or roll your attacks at takes double damage.
random.
This spell destroys all structures in its path and in the
While concentrating on the Human Extinction attack, you explosion.
cannot move from the spot you cast it at.
Sphere of Destruction
Meteor Explosion
9th level evocation
9th level evocation Casting Time: 1 Action
Casting Time: 1 Action Range: 500 feet
Range: 5 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous
You create a ball of energy resembling a newborn star and
When you cast this spell, you make 3 unarmed strikes launch it at a point within range. Each creature in a 100 foot
against a single target within 5 feet of you. Each unarmed radius must make a Dexterity saving throw. A creature takes
strike deals an additional 1d8 Force damage on a hit and, so 20d6 Force damage on a failed save, or half as much on a
long as one hits, the targets body gets flooded with your Ki success. A creature who fails their saving throw by 5 or more
and rises off the ground 10 feet. An electric blue aura must make an additiona Constitution saving throw. A
surrounds them, causing immense pain and paralyzing them creature takes an additions 10d6 Necrotic damage on a failed
before it exlodes. The target takes 20d8 force damage and save, or half as much on a success. A creature reduced to 0
each creature within 60 feet must make a Dexterity saving hit points by the Shere of Destruction is erased from
throw or take the same damage and be knocked prone from existence and can only be brought back by a Wish spell or
the force of the explosion, or half as much and not knocked divine intervention.
prone on a success. You are immune to this damage. A
creature reduced to 0 hit points by the Meteor Explosion is Supernova
vaporized instantly.
9th level Evocation
Additionally, the explosion from this spell can heard up to 1 Casting Time: 1 action
mile away. Range: 150 feet
Components: V, S
Omega Blaster Duration: Instantaneous
9th level evocation You create a massive ball of destructive Ki and throw it at a
Casting Time: 1 Action point within range. Each creature in a 120-foot-radius sphere
Range: 150 feet centered on that point must make a Dexterity saving throw. A
Components: V, S target takes 10d6 Force damage and 10d6 Fire damage on a
Duration: Instantaneous failed save, or half as much damage on a successful one.
You create a small ball of dense green energy and launch it This spell does double damage to objects and structures.
at a point within range. Halfway through it's travel, it
transforms and becomes a massive ball of energy 60 feet
wide. All creatures in its path must make a Dexterity saving
throw or take 10d6 force damage and become Paralyzed and
enveloped in the blast, moving with it as it travels. Each
creature within 100 feet of where the blast lands must make
a Dexterity saving throw. A target takes 15d6 force damage
on a failed save or half as much on a success. A paralyzed
creature enveloped by the blast automatically fails their
saving throw. A creature reduced to 0 hit points by the
Omega Blaster is vaporized instantly.
This spell destroys all structures in its path and in the
explosion.
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Namek BG (Dokkan Battle) by Maxiuchiaha22 on Goku SSJ4 (Xeno) render 5 by Maxiuchiha22 on
Deviantart.com Deviantart.com
Plain BG by Maxiuchiha22 on Deviantart.com Broly Movie 2018 BG by Maxiuchiha22 on
Piccolo Render 4 by Maxiuchiha on Deviantart.com Deviantart.com
King Piccolo render 2 by Maxiuchiaha22 on Gogeta SSGSS (Broly Movie) render (HD) by
Deviantart.com Maxiuchiha22 on Deviantart.com
Piccolo Special Beam Cannons DEATH BATTLE! by Goku Black BG by Maxiuchiha22 on Deviantart.com
Shakaboyz on DeviantArt Goku Black Rose render 18 by Maxiuchiha22 on
Namek BG by Maxiuchiha22 on Deviantart.com Deviantart.com
King Kai's Planet from Dragon Ball Super
Zamasu (Fused) from Dragon Ball FighterZ
Render DB FighterZ by PurpleHato on Deviantart.com
Majin Buu Render Dokkan Battle by Maxiuchiha22 on
Deviantart.com
Majin Buu's House BG Dokkan Battle by Maxiuchiha22
on Deviantart.com.
Moro Dragon Ball Super by Naironkr on Deviantart.com
Moro (Young) Render by Goji1999 on Deviantart.com
Namesless Planet from Dragon Ball Super
Planet Namek from Dragon Ball Z.
Beerus (Bills) render 19 by Maxiuchiha22
Beerus's Planet from Dragon Ball Super
Beerus's Planet from Dragon Ball Super
Beerus from Dragon Ball FighterZ
Cell Games Stage from Dragon Ball Z
Super Perfect Cell render by Maxiuchiha22 on
Deviantart.com
Elsword Demon Realm
Janemba Bg by Maxiuchiha22 on Deviantart.com